texture lighting

texture lighting

Re: texture lighting Posted by half-dude on Wed Dec 10th 2003 at 6:56am
half-dude
580 posts
Posted 2003-12-10 6:56am
580 posts 76 snarkmarks Registered: Aug 30th 2003 Occupation: male Location: WH
Hey all,

I just used the texture lighting tutorial and when I tryed to test it the map would not load :cry:

Here's the compile log:

** Executing...
** Command: Change Directory
** Parameters: C:\SIERRA\Half-Life

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve Hammer Editor 1\maps\tests\lights-rad.map" "C:\SIERRA\Half-Life\valve\maps\lights-rad.map"

** Executing...
** Command: C:\PROGRA~1\ZONERS~1\HLCSG.EXE
** Parameters: "C:\SIERRA\Half-Life\valve\maps\lights-rad"

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlcsg -----
Command line: C:\PROGRA~1\ZONERS~1\HLCSG.EXE C:\SIERRA\Half-Life\valve\maps\lights-rad
Entering C:\SIERRA\Half-Life\valve\maps\lights-rad.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
50%... (0.00 seconds)
SetModelCenters:
50%... (0.00 seconds)
CSGBrush:
50%... (0.05 seconds)

Using Wadfile: \sierra\half-life\valve\halflife.wad
- Contains 11 used textures, 100.00 percent of map (3116 textures in wad)
Using Wadfile: \sierra\half-life\valve\liquids.wad
- Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Using Wadfile: \sierra\half-life\valve\decals.wad
- Contains 0 used textures, 0.00 percent of map (222 textures in wad)
Using Wadfile: \sierra\half-life\valve\spraypaint.wad
- Contains 0 used textures, 0.00 percent of map (14 textures in wad)
Using Wadfile: \sierra\half-life\valve\xeno.wad
- Contains 0 used textures, 0.00 percent of map (264 textures in wad)

Texture usage is at 0.09 mb (of 4.00 mb MAX)
0.33 seconds elapsed

----- END hlcsg -----

** Executing...
** Command: C:\PROGRA~1\ZONERS~1\HLBSP.EXE
** Parameters: "C:\SIERRA\Half-Life\valve\maps\lights-rad"

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlbsp -----
Command line: C:\PROGRA~1\ZONERS~1\HLBSP.EXE C:\SIERRA\Half-Life\valve\maps\lights-rad

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)

BSP generation successful, writing portal file 'C:\SIERRA\Half-Life\valve\maps\lights-rad.prt'
0.06 seconds elapsed

----- END hlbsp -----

** Executing...
** Command: C:\PROGRA~1\ZONERS~1\HLVIS.EXE
** Parameters: "C:\SIERRA\Half-Life\valve\maps\lights-rad"

hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlvis -----
Command line: C:\PROGRA~1\ZONERS~1\HLVIS.EXE C:\SIERRA\Half-Life\valve\maps\lights-rad
17 portalleafs
42 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
LeafThread:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
average leafs visible: 17
g_visdatasize:85 compressed from 51
0.05 seconds elapsed

----- END hlvis -----

** Executing...
** Command: C:\PROGRA~1\ZONERS~1\HLRAD.EXE
** Parameters: "C:\SIERRA\Half-Life\valve\maps\lights-rad"

hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlrad -----
Command line: C:\PROGRA~1\ZONERS~1\HLRAD.EXE C:\SIERRA\Half-Life\valve\maps\lights-rad

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]

[Reading texlights from 'C:\PROGRAM FILES\ZONERS COMPILER\lights.rad']
[49 texlights parsed from 'C:\PROGRAM FILES\ZONERS COMPILER\lights.rad']

63 faces
Create Patches : 521 base patches
0 opaque faces
7236 square feet [1041984.00 square inches]
24 direct lights

BuildFacelights:
20%...30%...50%...60%...80%...90%... (0.33 seconds)
visibility matrix : 0.0 megs
BuildVisLeafs:
70%... (0.11 seconds)
MakeScales:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.33 seconds)
SwapTransfers:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
Transfer Lists : 162174 : 162.17k transfers
Indices : 43352 : 42.34k bytes
Data : 648696 : 633.49k bytes
Bounce 1 GatherLight:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.05 seconds)
FinalLightFace:
20%...30%...50%...60%...80%...90%... (0.11 seconds)
1.04 seconds elapsed

----- END hlrad --
Re: texture lighting Posted by Tracer Bullet on Wed Dec 10th 2003 at 7:24am
Tracer Bullet
2271 posts
Posted 2003-12-10 7:24am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
I don't see any errors. what exactly was the problem?
Re: texture lighting Posted by fishy on Wed Dec 10th 2003 at 7:35am
fishy
2623 posts
Posted 2003-12-10 7:35am
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
you could try loading a different map, then changing the level to your new map through the console. it wont help you find what's wrong, but it may help you to view your map.
Re: texture lighting Posted by Orpheus on Wed Dec 10th 2003 at 12:36pm
Orpheus
13860 posts
Posted 2003-12-10 12:36pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
there are a few possibilities.. any or NONE of these could be it.
  • you forgot a multiplayer start, in which case you will need to load it singleplayer, contrary to popular belief, you do not have to place a singleplayer start to load a map.
  • you did not send it to the maps folder, look inside maps, and see if the bsp is there.
  • names, HL is picky about names, it might need the "hyphen" (-) changed to an "underscore" (_)
  • the custom 17 build is full of errors on RAD switch it to the normal 2.5.3 build, RAD ONLY!!!
  • your lights.rad file may be empty it says only 49 lights parsed, maybe you have a small map, or maybe you have no lights, i simply don't know.
    </LI>
good luck
Re: texture lighting Posted by North_Star on Wed Dec 10th 2003 at 12:37pm
North_Star
28 posts
Posted 2003-12-10 12:37pm
28 posts 33 snarkmarks Registered: Sep 28th 2003 Occupation: Student Location: Fife, Scotland
Does it give you any error messages when HL tries to load the map?
Re: texture lighting Posted by Pegs on Wed Dec 10th 2003 at 1:31pm
Pegs
312 posts
Posted 2003-12-10 1:31pm
Pegs
member
312 posts 41 snarkmarks Registered: Aug 30th 2003 Location: England
If you try do open it in jumbot it sometimes does not work i dont use textured lighting myself so try (if you trying to open it in jumbot) to open it in ariganall half-life But apart from that i dont now what could be wrong :smile:
Re: texture lighting Posted by Gwil on Thu Dec 11th 2003 at 3:49pm
Gwil
2864 posts
Posted 2003-12-11 3:49pm
Gwil
super admin
2864 posts 315 snarkmarks Registered: Oct 13th 2001 Occupation: Student Location: Derbyshire, UK
It may have read and understood all the textures in the lights.rad file, BUT - you have used light textures which dont have an entry in the .rad file.

People do it, believe me :smile:
Re: texture lighting Posted by half-dude on Thu Dec 11th 2003 at 6:01pm
half-dude
580 posts
Posted 2003-12-11 6:01pm
580 posts 76 snarkmarks Registered: Aug 30th 2003 Occupation: male Location: WH
Hey I got it!!!

The map just had a bad name :lol: .